ISTANBUL - Breakout|
You wake up from your "nap" chained to a wall in a prison cell in Istanbul. The ninja you spotted back in Prague drops in for another visit, this time revealing herself as Mei-Ying. She sets you free and vanishes just a quickly as she arrived. Stripped of all your adventuring gear, you are left with only your fists to fight off a pair of guards who storm through the door to investigate.
Drop down into the courtyard and be ready for a pair of armed guards that try to surprise you. One drops from behind you and another comes from around the far corner. Defeat them with fists or bullets but try not to go too far towards the machine gun turret on the far ledge. When you get about halfway across the compound a guard will man this turret and open fire. Run toward the wall tumbling if necessary and climb up to where he is. He won't be able to use the gun at close range, so you can easily beat him up.
Climb down and head in the direction you were just firing. Go down some stairs leading to a large open area where several guards circle you. Mei-Ying drops in to assist you in this battle then vanishes just as quick.
Drop down to the lower planks then vault up onto the next two sections and get on the tower ledge and circle around to the lift. Push the large box off the lift and it will rise taking you to the top level of the tower.
You'll land on some scaffolding. Drop down to the ground and a pair of guards will slide down after you. Defeat them before making the climb up the next section of scaffolding to a landing with another armed guard. If you surprise him you can kick him off the ledge, otherwise try for a grab and a throw move. Climb up the last section of scaffolding to reach the top of the dome.
Before entering the dark doorway you may want to get the artifact on this level. Jump out to the green dome on the left and slide down to the narrow flat ledge leading around the dome. I highly recommend keeping the "walk" button held down as you traverse this narrow ledge. It would be a shame to die so close to the end of the level.
Make your way around and drop down to the fenced area and enter the doorway. Inside this dark room is Hidden Artifact: Piri Reis Manuscript and the comforting blue glow of a healing Water Fountain. Fountains will become increasingly scarce as the adventure continues so I recommend finding and using them all. Retrace your steps around the domed ledge and jump down to the lower level and repeat the climb over the last section of scaffolding. Once back at the top you can finally enter the dome.
Follow the ledge to the left and go through the door until you come to a large room that is partially destroyed. Whip-swing across the first gap then do a running whip-swing to get across to the far ledge.
Move around the ledge until you are at the top of the toppled column then step on and slide down. As you near the bottom, jump and whip-swing to clear the deadly pit at the bottom. Make your way around the perimeter of this room until you reach the back corner where you will find a skeleton. Pick-up the Medkit and the MP-40 Ammo then retrace your steps back around and exit through the door.
Follow the passage until you reach a large balcony with a pair of Nazis standing dangerously close to the rail. Step from around the corner and unload a few short bursts from your MP-40 and send them both flying to their doom. If they manage to stay on the balcony you can rush them and go for a grab and throw move. Check for any guns lying around. This is your first chance to get a Mauser.
Make your move and strike quickly then tackle the remaining guards as the rush to investigate. Gather up any pistols and ammo from the battle then search the table for a MP-40 Ammo, Explosives, and a Medkit.
This huge room has plenty of interesting things to do plus there is a giant shark swimming around the water below just to make things more interesting. Turn to the left and whip-swing across the gap where you can face off against a pair of guards. Keep going until you come to a broken section of floor. You could do a running whip-swing across this gap or you can simply walk around the section of floor that is still intact along the wall.
If you do decide to go for the fountain you need to hug the column and shimmy around to the far side. Whip-swing to the large jagged ledge then hug the wall and shimmy around until you reach the fountain. The easiest way to get back on track after refilling your canteen is to jump into the water below and swim quickly to the low ledge (1). Climb out then vault the two low ledge and climb the ladder. Hug the wall and shimmy around to where you first entered this room. Now, make your way back to the low ledge by the water.
You now need to whip-swing into the arched opening across the water. You will need to get a running start and land inside the hall. If you hit the slope you will slide back into the water and will have a long swim back to that low ledge. Continue forward until the passage branches to the right. A pair of guards patrol this section of hall. Defeat these men then enter the large room.
Head back down the hall and turn right at the junction. Continue to the black cracked wall and place the explosives then run back to a safe distance and wait until the explosion creates your exit from this level.
After the dust settles you need to deal with a swordsman and a Nazi who enter from the large room on the left. Before going into this room you need to continue to the low opening (1) and roll through the broken wall to find the Hidden Artifact: Ottoman Seal. Roll back out and go into the large room (now on the right) with all the scaffolding.
As you enter, climb up the lowest section of scaffolding to your left then pull up to the top level and do a running jump and whip-swing across to the far corner. Continue to circle around the planks and make another daring leap to the scaffolding in the third corner. Continue across this new section of scaffolding until you can enter the opening in the wall.
Once through, turn to Indy's left and jump and pull up to the narrow ledge. Shimmy to the left and pull up so you can pass through the opening in the wall just above the one you came through a moment ago.
You are now perched high above a large room with four boxes below, and two guards just out of sight past the striped arches. Hang and drop then use the boxes for cover and open fire on the Nazi's in this area. You can smash the boxes if you want but they are all empty.
As you approach the wall with the red lever three more Nazis arrive on the scene; one from the corner and two exit from the elevator. All three are heavily armed and dangerous so make use of cover or possibly use your whip to disarm them before attempting to defeat all three at once. Revisit the fountain if necessary after the encounter then enter the lift and use the lever to reach the next level.
Climb the ladder to get inside the crane. Make a note of the raised ladder to your right then head up the steps to the left to access the controls. Use the directional commands and the firing button to move the claw to the left and pick-up the giant statue head. Now move it back to the right over the pit. About this time two guards come down that ladder behind you. Exit the control booth and kill these two before climbing the ladder to the roof of the crane.
SPLASH! Swim to the surface and get your bearings. Locate the low ledge and swim over to it and climb out. Search the boxes to the right for a Medkit and an Oxygen Tank.
Look into the water on the other side of this ledge and locate the arched opening leading to an underwater passage. You need to dive in and swim through this passage, but be warned; there is a giant shark prowling the waters in the next area. Since you have no underwater weapons you are going to have to swim fast and evasive to avoid becoming chum.
Exit the water and scan this new area. A new body of water lies ahead and to the right and there is a shack directly ahead with a guard patrolling out front. There is also a fenced storage area to the left of the shack and a ladder that leads down to a pier.
Exit the shack through the side door to reach the fenced area and smash the boxes to reveal a hidden passage. Roll into this hidden area and find a Water Fountain. Roll back out and return to the main area outside the front of the shack.
Dive in and swim to the area where they were working. Locate their box of demolitions and get some Explosives. Check your air and surface if necessary before exploring the sandy bottom under the pier.
You are about to leave this area so you may want to visit the shack and grab that last bundle of spears or possibly get a drink from the hidden fountain if you took any damage recently. Otherwise, head through the broken columns and descend into the water. The shark is still on the prowl and you do have the means to stop him now that you have a spear gun. Even so, I recommend simply avoiding the shark. Even if you do get bitten once it only takes about 25% of your health away. Swim through the triple arches on the left then turn right and swim through the long tunnel and pull out on the low platform.
The tower topples creating a convenient ramp leading up to the tops of several column structures. Follow the ramp to the top and jump across to the left to reach the large ledge and survey the upcoming challenge that lies ahead. First jump to the large ledge (1) to the right then prepare to make a running whip-swing to the first of two hooks (2). This is a combo swing that requires precise timing between the two hooks to make it all the way to the next ledge (3). Do a running jump and grab the far ledge (4) and pull up to face the next challenge.
Climb into the crane and use the controls to pick-up the giant head and swing it to the right so that it crashes through the broken wall. Exit the crane and follow the path around until you can enter this newly opened area. Go to the far left corner and climb the stairs. Follow the ledge around until you can make a running whip-swing to the next ledge followed by a running jump and grab to reach the exit to this level.
There are several sharks in the waters of this level so make sure to swim fast or be prepared to use that spear gun. Looking down at the ruins from your high ledge you can survey the various ledges but only one of them is low enough to actually climb out of the water. It is near the back of this cavern in the middle of the structure.
When you are ready dive in and swim quickly through the ruins and locate this ledge. There is only one shark in this area and you can outswim him by twisting through the ruins and turning sharply. Climb onto the low ledge and make your way to the nearest wall with the dolphin head statue.
Shimmy around one corner of the column (1) and drop onto the ledge (2) below. Make an angled jump to the next section (3) and carefully walk around or wall-hug to get to the next wide area where you can jump to the next section of tile (4).
From here, make another leap to a ledge at the base of two circular carving in the wall. Pull up to the high ledge and head up the stairs. Turn left and jump across the large gap, grabbing and pulling up on the far side. A swordsman will be in this area with another around the corner. Defeat them both or try luring them out onto the ledge and throwing them to the shark.
When you reach the bottom of the steps wall-hug the left wall and shimmy around the narrow ledge. This takes you back to the ledge where you first climbed out of the water, which is where you need to be to start the next section.
Climb these stairs and follow the path around to the ledges above the water. Jump across the first gap then whip-swing across the next. When you round the corner you will have a great view of a huge cavern with a partially sunken temple.
You now need to make a tricky angled jump to the flat ledge (1). Aim to the right so you hit the angled portion of the sloped rock and slide down to the ledge. Make a note of the cracked wall. You'll be returning here with some explosives very soon. For now, climb onto the toppled column and follow it out to the center of the cavern and keep climbing up to get a great view of the entire area.
Head down the sloped column and plant the charge on the door then head for a safe distance as you blast your way into this new area.
Climb the pillar and return to the central perch. Make your way back across as if you were going to the campfire but this time climb down the right side of the large arched section to a long flat walkway leading toward the back of this cavern. Looking down into the water and through the next large arch you should see a light. Another shark is also swimming laps around this area. Jump into the water and swim through the arch and turn left at the back wall to slip in behind some columns.
Climb up the various steps and ledges and make your way back to the campfire. You may or may not encounter a pair of swordsmen at this time. If not, you will meet them shortly; otherwise they could be standing in the doorway making easy targets for a manual aim from the top of the ledge. Drop down and get the remaining Demo Charge from the box and head through the door.
Turn to face the bridge in the distance with the arched openings. There are several guards in this area and boxes of grenades spaced along the way that they will use against you. Try sniping as many as you can from a distance then use the grenades against any that remain. Leap across the gaps in the bridge and follow the path as it leads into a large cave.
Jump across the gap in the tiled floor and continue to the large door. To either side are two receptacles for coins and a wheel. Insert the proper coin into each receptacle based on the image shown on each column then spin the two wheels to open the massive locking device on the door and exit this level.
Enter the amazing chamber of Poseidon; complete with cascading waterfalls and a leaky cracked floor, which is also your ticket to the final boss. The movie clues you in that you need to topple that statue of the sea god so it smashes through the floor, but first you need to get to it. The obvious path is along the right wall but the plumes of water prohibit you from swinging across the gap.
For now, walk out along the narrow ledge to your left and hop down to the small square ledge and look down to your right (under the falls). You should see an arched underwater passage leading out of this room. Dive in and swim through.
This next room looks fairly simple. You arrive on a high ledge in a room with a massive aqueduct. Three narrow tunnels lead to dead-ends under the giant water bridge and a control valve is on the wall to your immediate right. Drop down and turn the wheel to stop the flow of water into the main room. This also triggers an explosion in the tunnel behind you and two armed guards rush into the room. These guys can be tough in the close-quarters of the tunnel. If you have enough time simply climb back to the ledge where you arrived and shoot them from above or kick them as they try to follow you.
Turn right through the archway then spin around to face Poseidon and do a running whip-swing on his trident to reach the far side. Turn right and jump over the hole in the floor then make your way around until you are behind Poseidon. Jump down to the lower stone ledge. From here you can spot the corner room with a Water Fountain. Use as needed. Now it's time to get sneaky.
Use the lamp above Poseidon to whip-swing out and kick over the giant statue sending it crashing through the floor. The suction pulls you to the bottom of the pool and into the chamber below where you must face the final boss.
This boss looks much harder than it really is, but once you know the secret you will finish this stage in less than two-minutes. The Kraken attacks by sending out waves of jellyfish that latch onto you and pull you back to the waiting tentacles. The more jellyfish stuck to you the less mobile you become. You can avoid these creatures by swimming in tight circles or shooting them before they even reach you.
Grab the Oxygen Tank (if you need it), the Super Spear Gun and two of the four Explosive Charges. More super spear gun ammo is located underwater but you shouldn't need any of it.
Now repeat the process for all the pillars. Depending on how quick you are you may be able to do this in two rounds of Kraken combat or take your time and do the columns one at a time. You'll have to return to the ledge and get the remaining two charges for the final two columns. You have over 200 rounds of super spear gun ammo, which should be plenty to keep the jellyfish off you and the Kraken suitably annoyed.